/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 2.0 Module * ------------------------------------------------- * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Stencil tests. *//*--------------------------------------------------------------------*/ #include "es2fStencilTests.hpp" #include "tcuSurface.hpp" #include "tcuVector.hpp" #include "tcuTestLog.hpp" #include "tcuImageCompare.hpp" #include "tcuRenderTarget.hpp" #include "sglrContextUtil.hpp" #include "sglrGLContext.hpp" #include "sglrReferenceContext.hpp" #include "deRandom.hpp" #include "deMath.h" #include "deString.h" #include #include "glwEnums.hpp" #include "glwDefs.hpp" using std::vector; using tcu::IVec2; using tcu::IVec4; using tcu::Vec3; using namespace glw; namespace deqp { namespace gles2 { namespace Functional { class StencilShader : public sglr::ShaderProgram { public: StencilShader(void) : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" "void main (void)\n" "{\n" " gl_Position = a_position;\n" "}\n") << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n" "void main (void)\n" "{\n" " gl_FragColor = u_color;\n" "}\n")) , u_color(getUniformByName("u_color")) { } void setColor(sglr::Context &ctx, uint32_t program, const tcu::Vec4 &color) { ctx.useProgram(program); ctx.uniform4fv(ctx.getUniformLocation(program, "u_color"), 1, color.getPtr()); } private: void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const { for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) { rr::VertexPacket &packet = *packets[packetNdx]; packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); } } void shadeFragments(rr::FragmentPacket *packets, const int numPackets, const rr::FragmentShadingContext &context) const { const tcu::Vec4 color(u_color.value.f4); DE_UNREF(packets); for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) for (int fragNdx = 0; fragNdx < 4; ++fragNdx) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); } const sglr::UniformSlot &u_color; }; class StencilOp { public: enum Type { TYPE_CLEAR_STENCIL = 0, TYPE_CLEAR_DEPTH, TYPE_QUAD, TYPE_LAST }; Type type; GLenum stencilTest; int stencil; //!< Ref for quad op, clear value for clears uint32_t stencilMask; GLenum depthTest; float depth; //!< Quad depth or clear value GLenum sFail; GLenum dFail; GLenum dPass; StencilOp(Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) : type(type_) , stencilTest(stencilTest_) , stencil(stencil_) , stencilMask(0xffffffffu) , depthTest(depthTest_) , depth(depth_) , sFail(sFail_) , dFail(dFail_) , dPass(dPass_) { } static StencilOp clearStencil(int stencil) { StencilOp op(TYPE_CLEAR_STENCIL); op.stencil = stencil; return op; } static StencilOp clearDepth(float depth) { StencilOp op(TYPE_CLEAR_DEPTH); op.depth = depth; return op; } static StencilOp quad(GLenum stencilTest, int stencil, GLenum depthTest, float depth, GLenum sFail, GLenum dFail, GLenum dPass) { return StencilOp(TYPE_QUAD, stencilTest, stencil, depthTest, depth, sFail, dFail, dPass); } }; class StencilCase : public TestCase { public: StencilCase(Context &context, const char *name, const char *description); virtual ~StencilCase(void); void init(void); void deinit(void); IterateResult iterate(void); virtual void genOps(vector &dst, int stencilBits, int depthBits, int targetStencil) = DE_NULL; private: void executeOps(sglr::Context &context, const IVec4 &cell, const vector &ops); void visualizeStencil(sglr::Context &context, int stencilBits, int stencilStep); StencilShader m_shader; uint32_t m_shaderID; }; StencilCase::StencilCase(Context &context, const char *name, const char *description) : TestCase(context, name, description) , m_shaderID(0) { } StencilCase::~StencilCase(void) { } void StencilCase::init(void) { } void StencilCase::deinit(void) { } void StencilCase::executeOps(sglr::Context &context, const IVec4 &cell, const vector &ops) { // For quadOps float x0 = 2.0f * ((float)cell.x() / (float)context.getWidth()) - 1.0f; float y0 = 2.0f * ((float)cell.y() / (float)context.getHeight()) - 1.0f; float x1 = x0 + 2.0f * ((float)cell.z() / (float)context.getWidth()); float y1 = y0 + 2.0f * ((float)cell.w() / (float)context.getHeight()); m_shader.setColor(context, m_shaderID, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); for (vector::const_iterator i = ops.begin(); i != ops.end(); i++) { const StencilOp &op = *i; switch (op.type) { case StencilOp::TYPE_CLEAR_DEPTH: context.enable(GL_SCISSOR_TEST); context.scissor(cell.x(), cell.y(), cell.z(), cell.w()); context.clearDepthf(op.depth); context.clear(GL_DEPTH_BUFFER_BIT); context.disable(GL_SCISSOR_TEST); break; case StencilOp::TYPE_CLEAR_STENCIL: context.enable(GL_SCISSOR_TEST); context.scissor(cell.x(), cell.y(), cell.z(), cell.w()); context.clearStencil(op.stencil); context.clear(GL_STENCIL_BUFFER_BIT); context.disable(GL_SCISSOR_TEST); break; case StencilOp::TYPE_QUAD: context.enable(GL_DEPTH_TEST); context.enable(GL_STENCIL_TEST); context.depthFunc(op.depthTest); context.stencilFunc(op.stencilTest, op.stencil, op.stencilMask); context.stencilOp(op.sFail, op.dFail, op.dPass); sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth)); context.disable(GL_STENCIL_TEST); context.disable(GL_DEPTH_TEST); break; default: DE_ASSERT(false); } } } void StencilCase::visualizeStencil(sglr::Context &context, int stencilBits, int stencilStep) { int endVal = 1 << stencilBits; int numStencilValues = endVal / stencilStep + 1; context.enable(GL_STENCIL_TEST); context.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP); for (int ndx = 0; ndx < numStencilValues; ndx++) { int value = deMin32(ndx * stencilStep, endVal - 1); float colorMix = (float)value / (float)de::max(1, endVal - 1); tcu::Vec4 color(0.0f, 1.0f - colorMix, colorMix, 1.0f); m_shader.setColor(context, m_shaderID, color); context.stencilFunc(GL_EQUAL, value, 0xffffffffu); sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); } } TestCase::IterateResult StencilCase::iterate(void) { const tcu::RenderTarget &renderTarget = m_context.getRenderContext().getRenderTarget(); int depthBits = renderTarget.getDepthBits(); int stencilBits = renderTarget.getStencilBits(); int stencilStep = stencilBits == 8 ? 8 : 1; int numStencilValues = (1 << stencilBits) / stencilStep + 1; int gridSize = (int)deFloatCeil(deFloatSqrt((float)(numStencilValues + 2))); int width = deMin32(128, renderTarget.getWidth()); int height = deMin32(128, renderTarget.getHeight()); tcu::TestLog &log = m_testCtx.getLog(); de::Random rnd(deStringHash(m_name.c_str())); int viewportX = rnd.getInt(0, renderTarget.getWidth() - width); int viewportY = rnd.getInt(0, renderTarget.getHeight() - height); IVec4 viewport = IVec4(viewportX, viewportY, width, height); tcu::Surface gles2Frame(width, height); tcu::Surface refFrame(width, height); GLenum gles2Error; const char *failReason = DE_NULL; // Get ops for stencil values vector> ops(numStencilValues + 2); { // Values from 0 to max for (int ndx = 0; ndx < numStencilValues; ndx++) genOps(ops[ndx], stencilBits, depthBits, deMin32(ndx * stencilStep, (1 << stencilBits) - 1)); // -1 and max+1 genOps(ops[numStencilValues + 0], stencilBits, depthBits, 1 << stencilBits); genOps(ops[numStencilValues + 1], stencilBits, depthBits, -1); } // Compute cells: (x, y, w, h) vector cells; int cellWidth = width / gridSize; int cellHeight = height / gridSize; for (int y = 0; y < gridSize; y++) for (int x = 0; x < gridSize; x++) cells.push_back(IVec4(x * cellWidth, y * cellHeight, cellWidth, cellHeight)); DE_ASSERT(ops.size() <= cells.size()); // Execute for gles2 context { sglr::GLContext context(m_context.getRenderContext(), log, 0 /* don't log calls or program */, viewport); m_shaderID = context.createProgram(&m_shader); context.clearColor(1.0f, 0.0f, 0.0f, 1.0f); context.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); for (int ndx = 0; ndx < (int)ops.size(); ndx++) executeOps(context, cells[ndx], ops[ndx]); visualizeStencil(context, stencilBits, stencilStep); gles2Error = context.getError(); context.readPixels(gles2Frame, 0, 0, width, height); } // Execute for reference context { sglr::ReferenceContextBuffers buffers( tcu::PixelFormat(8, 8, 8, renderTarget.getPixelFormat().alphaBits ? 8 : 0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height); sglr::ReferenceContext context(sglr::ReferenceContextLimits(m_context.getRenderContext()), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer()); m_shaderID = context.createProgram(&m_shader); context.clearColor(1.0f, 0.0f, 0.0f, 1.0f); context.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); for (int ndx = 0; ndx < (int)ops.size(); ndx++) executeOps(context, cells[ndx], ops[ndx]); visualizeStencil(context, stencilBits, stencilStep); context.readPixels(refFrame, 0, 0, width, height); } // Check error bool errorCodeOk = (gles2Error == GL_NO_ERROR); if (!errorCodeOk && !failReason) failReason = "Got unexpected error"; // Compare images const float threshold = 0.02f; bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT); if (!imagesOk && !failReason) failReason = "Image comparison failed"; // Store test result bool isOk = errorCodeOk && imagesOk; m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, isOk ? "Pass" : failReason); return STOP; } StencilTests::StencilTests(Context &context) : TestCaseGroup(context, "stencil", "Stencil Tests") { } StencilTests::~StencilTests(void) { } typedef void (*GenStencilOpsFunc)(vector &dst, int stencilBits, int depthBits, int targetStencil); class SimpleStencilCase : public StencilCase { public: SimpleStencilCase(Context &context, const char *name, const char *description, GenStencilOpsFunc genOpsFunc) : StencilCase(context, name, description) , m_genOps(genOpsFunc) { } void genOps(vector &dst, int stencilBits, int depthBits, int targetStencil) { m_genOps(dst, stencilBits, depthBits, targetStencil); } private: GenStencilOpsFunc m_genOps; }; void StencilTests::init(void) { #define STENCIL_CASE(NAME, DESCRIPTION, GEN_OPS_BODY) \ do \ { \ struct Gen_##NAME \ { \ static void genOps(vector &dst, int stencilBits, int depthBits, int targetStencil) \ { \ DE_UNREF(stencilBits &&depthBits); \ GEN_OPS_BODY \ } \ }; \ addChild(new SimpleStencilCase(m_context, #NAME, DESCRIPTION, Gen_##NAME::genOps)); \ } while (false); STENCIL_CASE(clear, "Stencil clear", { // \note Unused bits are set to 1, clear should mask them out int mask = (1 << stencilBits) - 1; dst.push_back(StencilOp::clearStencil(targetStencil | ~mask)); }) // Replace in different points STENCIL_CASE(stencil_fail_replace, "Set stencil on stencil fail", { dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); }) STENCIL_CASE(depth_fail_replace, "Set stencil on depth fail", { dst.push_back(StencilOp::clearDepth(0.0f)); dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); }) STENCIL_CASE(depth_pass_replace, "Set stencil on depth pass", { dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); }) // Increment, decrement STENCIL_CASE(incr_stencil_fail, "Increment on stencil fail", { if (targetStencil > 0) { dst.push_back(StencilOp::clearStencil(targetStencil - 1)); dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); } else dst.push_back(StencilOp::clearStencil(targetStencil)); }) STENCIL_CASE(decr_stencil_fail, "Decrement on stencil fail", { int maxStencil = (1 << stencilBits) - 1; if (targetStencil < maxStencil) { dst.push_back(StencilOp::clearStencil(targetStencil + 1)); dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); } else dst.push_back(StencilOp::clearStencil(targetStencil)); }) STENCIL_CASE(incr_wrap_stencil_fail, "Increment (wrap) on stencil fail", { int maxStencil = (1 << stencilBits) - 1; dst.push_back(StencilOp::clearStencil((targetStencil - 1) & maxStencil)); dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); }) STENCIL_CASE(decr_wrap_stencil_fail, "Decrement (wrap) on stencil fail", { int maxStencil = (1 << stencilBits) - 1; dst.push_back(StencilOp::clearStencil((targetStencil + 1) & maxStencil)); dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); }) // Zero, Invert STENCIL_CASE(zero_stencil_fail, "Zero on stencil fail", { dst.push_back(StencilOp::clearStencil(targetStencil)); dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP)); dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); }) STENCIL_CASE(invert_stencil_fail, "Invert on stencil fail", { int mask = (1 << stencilBits) - 1; dst.push_back(StencilOp::clearStencil((~targetStencil) & mask)); dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP)); }) // Comparison modes STENCIL_CASE(cmp_equal, "Equality comparison", { int mask = (1 << stencilBits) - 1; int inv = (~targetStencil) & mask; dst.push_back(StencilOp::clearStencil(inv)); dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); }) STENCIL_CASE(cmp_not_equal, "Equality comparison", { int mask = (1 << stencilBits) - 1; int inv = (~targetStencil) & mask; dst.push_back(StencilOp::clearStencil(inv)); dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); }) STENCIL_CASE(cmp_less_than, "Less than comparison", { int maxStencil = (1 << stencilBits) - 1; if (targetStencil < maxStencil) { dst.push_back(StencilOp::clearStencil(targetStencil + 1)); dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR)); dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR)); } else dst.push_back(StencilOp::clearStencil(targetStencil)); }) STENCIL_CASE(cmp_less_or_equal, "Less or equal comparison", { int maxStencil = (1 << stencilBits) - 1; if (targetStencil < maxStencil) { dst.push_back(StencilOp::clearStencil(targetStencil + 1)); dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil + 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR)); dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil + 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR)); } else dst.push_back(StencilOp::clearStencil(targetStencil)); }) STENCIL_CASE(cmp_greater_than, "Greater than comparison", { if (targetStencil > 0) { dst.push_back(StencilOp::clearStencil(targetStencil - 1)); dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR)); dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR)); } else dst.push_back(StencilOp::clearStencil(targetStencil)); }) STENCIL_CASE(cmp_greater_or_equal, "Greater or equal comparison", { if (targetStencil > 0) { dst.push_back(StencilOp::clearStencil(targetStencil - 1)); dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil - 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR)); dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil - 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR)); } else dst.push_back(StencilOp::clearStencil(targetStencil)); }) STENCIL_CASE(cmp_mask_equal, "Equality comparison with mask", { int valMask = (1 << stencilBits) - 1; int mask = (1 << 7) | (1 << 5) | (1 << 3) | (1 << 1); dst.push_back(StencilOp::clearStencil(~targetStencil)); StencilOp op = StencilOp::quad(GL_EQUAL, (~targetStencil | ~mask) & valMask, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT); op.stencilMask = mask; dst.push_back(op); }) } } // namespace Functional } // namespace gles2 } // namespace deqp